Coverflow - order of indexes doesn't work as intended - actionscript-3

I made a Coverflow class, and everything works fine, but I got one problem. If I click on an item or navigate through the images with the arrow keys I want an image formation like this:
1) What I want
I got everything working fine on the right side my objects arent placed correctly, they are positioned over each other:
2) What's wrong
Now you see on the right side it is kinda fucked up, the images shouldn't overlap like that, they should be positioned after each other just like on the left side.
3) Code where I build up the images
package be.devine.cp3.itemGroup
{
import com.greensock.TweenLite;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Coverflow extends Sprite
{
public var images:Array;
private var _currentImageIndex:int;
private var imageSize:uint;
public function Coverflow(images:Array)
{
this.images = [];
for each(var image:DisplayObject in images)
{
if(image.width > imageSize)
{
imageSize = image.width;
}
var imageContainer:Sprite = new Sprite();
image.x = -1 * (image.width >> 1);
image.y = -1 * (image.height >> 1);
imageContainer.addChild(image);
this.images.push(imageContainer);
}
this.currentImageIndex = images.length >> 1;
}
private function imageClickHandler(event:MouseEvent):void
{
var targ:DisplayObject = event.currentTarget as DisplayObject;
currentImageIndex = getChildIndex(targ);
}
public function display():void
{
while(this.numChildren > 0)
{
removeChildAt(0);
}
var depth:Number = 0;
for(var i:int = 0; i < images.length; i++)
{
var image:DisplayObject = images[i];
var xPos:Number = 0;
xPos = (i - _currentImageIndex) * imageSize;
if(i < _currentImageIndex) { //moet er links van komen -> negatieve x
image.rotationY = -90; //-45
depth++;
} else if(i == _currentImageIndex) {//in het midden {
image.rotationY = 0;
depth = 0;
} else {//moet rechts komen -> positieve x
image.rotationY = 90; //45
depth ++;
}
addChild(image);
TweenLite.to(image,.5, {x:xPos});
var zPos:int = (i - _currentImageIndex);
image.addEventListener(MouseEvent.CLICK, imageClickHandler);
}
}
public function get currentImageIndex():int {
return _currentImageIndex;
}
public function set currentImageIndex(value:int):void {
value = Math.min(images.length -1, Math.max(0, value));
if(_currentImageIndex != value)
{
_currentImageIndex = value;
display();
}
}
}
}
I already searched on the web, but I can't find a similar thing about coverflows... I know it has to do something with setting the child index of the images but I have no idea on how to calculate it :). I hope someone can help me out.

I found the solution :)
had to add the image before i changed the child indexes and use setChildIndex instead of addChildAt:
for(var i:int = 0; i < images.length; i++)
{
var image:DisplayObject = images[i];
var xPos:Number = 0;
var rY:int = 0;
xPos = (i - _currentImageIndex) * imageSize;
addChild(image);
if(i < _currentImageIndex) { //moet er links van komen -> negatieve x
rY = -90;
setChildIndex(image, numChildren-1);
} else if(i == _currentImageIndex) {//in het midden {
rY = 0;
} else {//moet rechts komen -> positieve x
rY = 90;
setChildIndex(image, 0);
}
TweenLite.to(image,.5, {x:xPos, rotationY: rY});
image.addEventListener(MouseEvent.CLICK, imageClickHandler);
}

Related

Creat Boundaries

Hello Everyone again :) I'm having an issue with boundaries actually about creating boundaries. In my stage I got 2 mc's names : Dispenser and Puller. Dispenser creating particles and puller is pulling them. I just need to set a boundary like a path.
But i couldn't so asking for your help :)
Bdw the code is from this site : http://www.freeactionscript.com/?s=puller&x=0&y=0
package
{
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class Main extends Sprite
{
// you can play around with these
private var particlesTotal:Number = 50;
private var particleSpeed:Number = 10;
private var particleFadeoutSpeed:Number = .0175;
// don't change these
private var particlesCurrent:Number = 0;
private var particlesArray:Array;
private var radians:Number;
private var _sayac:uint;
public function Main():void
{
init();
}
private function init():void
{
radians = 180 / Math.PI;
particlesArray = [];
addEventListener(Event.ENTER_FRAME, onEnterFrameLoop);
dispenser_mc.addEventListener(MouseEvent.MOUSE_DOWN, onThingDown);
puller_mc.addEventListener(MouseEvent.MOUSE_DOWN, onThingDown);
dispenser_mc.addEventListener(MouseEvent.MOUSE_UP, onThingUp);
puller_mc.addEventListener(MouseEvent.MOUSE_UP, onThingUp);
}
private function onThingDown(event:MouseEvent):void
{
event.currentTarget.startDrag();
}
private function onThingUp(event:MouseEvent):void
{
event.currentTarget.stopDrag();
}
private function createParticle(target1:MovieClip, target2:MovieClip):void
{
if(particlesTotal <= particlesCurrent)
{
return;
}
particlesCurrent++;
var tempParticle:Particle = new Particle();
tempParticle.x = (target1.x - target1.width / 2) + (Math.random() * target1.width);
tempParticle.y = (target1.y - target1.height / 2) + (Math.random() * target1.height);
tempParticle.rotation = Math.random()*360;
tempParticle.rot = Math.atan2(target1.y - target2.y, target1.x - target2.x);
tempParticle.xSpeed = Math.cos(tempParticle.rot) * radians / particleSpeed;
tempParticle.ySpeed = Math.sin(tempParticle.rot) * radians / particleSpeed;
tempParticle.mass = tempParticle.width / 2 + tempParticle.height / 2;
particlesArray.push(tempParticle);
addChild(tempParticle);
}
private function updateParticle():void
{
for (var i = 0; i < particlesArray.length; i++)
{
var tempParticle:MovieClip = particlesArray[i];
tempParticle.x -= tempParticle.xSpeed;
tempParticle.y -= tempParticle.ySpeed;
tempParticle.alpha -= particleFadeoutSpeed;
// I know i can set boundries here but idk how to so :)
if(tempParticle.hitTestObject(puller_mc))
{
destroyParticle(tempParticle);
_sayac++;
trace(_sayac);
}
else if (tempParticle.alpha <= 0)
{
destroyParticle(tempParticle);
}
else if (tempParticle.x < 0)
{
destroyParticle(tempParticle);
}
else if (tempParticle.x > stage.stageWidth)
{
destroyParticle(tempParticle);
}
else if (tempParticle.y < 0)
{
destroyParticle(tempParticle);
}
else if (tempParticle.y > stage.stageHeight)
{
destroyParticle(tempParticle);
}
}
}
private function destroyParticle(particle:MovieClip):void
{
for (var i = 0; i < particlesArray.length; i++)
{
var tempParticle:MovieClip = particlesArray[i];
if (tempParticle == particle)
{
particlesCurrent--;
particlesArray.splice(i,1);
removeChild(tempParticle);
}
}
}
private function onEnterFrameLoop(event:Event):void
{
createParticle(dispenser_mc, puller_mc);
updateParticle();
}
}
}
actually there is no boundary in this code. let me explain the main parts of this code for you:
this is the most important part:
tempParticle.rot = Math.atan2(target1.y - target2.y, target1.x - target2.x);
tempParticle.xSpeed = Math.cos(tempParticle.rot) * radians / particleSpeed;
tempParticle.ySpeed = Math.sin(tempParticle.rot) * radians / particleSpeed;
rot is the angle to reach the puller.
xSpeed is how much the particle should go to right  every frame to reach the puller.
ySpeed is how much the particle should go to down every frame to reach the puller.
and in updateParticle function, the partcle will move, according to xSpeed and ySpeed.
so the correct xSpeed and YSpeed will cause particles to go straight.not a boundary !
I   h ☻ p e   I explained good and ,
I   h ☺ p e   this helps !

Remove all Instance on stage as3

Im having trouble on removing instances on the stage.
The error I keep getting after I click the button 2 times is
"The supplied DisplayObject must be a child of the caller"
Can somebody help me with this?
package src
{
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
import flash.events.MouseEvent;
public class Main extends MovieClip
{
var positionY:Number = 80;
var positionX:Number = 0;
var motion:MovieClip;
var fCombo:Array = new Array();
var n:Number;
public function Main()
{
generate.addEventListener(MouseEvent.MOUSE_UP, loop);
generate.addEventListener(MouseEvent.MOUSE_DOWN, remove);
n = Number(inputText.text);
}
function loop(me:MouseEvent):void
{
var combo:Array = [Punch, Kick, Knee, Elbow];
n = Number(inputText.text);
for(var i:Number = 0;i < n;i++ )
{
motion = new combo[randomNumber(4)]();
fCombo.push(motion);
motion.y = positionY;
motion.x = positionX;
positionX += 100;
addChild(motion);
if (i == 4 || i == 9 || i == 14)
{
positionY += 40;
positionX = 0;
}
}
}
function remove(me:MouseEvent):void
{
for (var j:Number = 0; j < n; j++ )
{
removeChild(fCombo[j]);//error
}
positionY = 80;
positionX = 0;
}
function randomNumber(max:Number):Number
{
return(Math.floor(Math.random() * max ));
}
}
}
You're adding the new objects you create to the array, and then using that to remove them. But you're forgetting to either create a new list or remove the objects from the old list. So, when time comes to loop over the list you're trying to remove objects that have already been removed.
You can fix this in several ways, one is to remove objects from the stage AND array in your loop:
function remove(me:MouseEvent):void
{
while(fCombo.length)
{
removeChild(fCombo.pop());
}
positionY = 80;
positionX = 0;
}
targetDisplayObject.parent.removeChild( targetDisplayObject ); does the trick assuming the parent is not null.

AS3 Pageflip effect: Page reversed when flipped

I have a script for a book with a page flip effect. But when i flip the page from right to left, the back of the page insted of white is the reflex from the front of the page. Do you know you to make it white?
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
import flash.display.Sprite;
import flash.display.Loader;
var cont:DisplayObject;
var cont2:DisplayObject;
var imgLoader:Loader;
var pages:Array = [];
for (var i:int=0; i<=4; i++)
{
imgLoader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.INIT, onLoadJPEG);
imgLoader.load(new URLRequest(""+i+".png"));
}
var imgLoader2:Loader;
imgLoader2 = new Loader();
imgLoader2.contentLoaderInfo.addEventListener(Event.INIT, onLoadSketch);
imgLoader2.load(new URLRequest("voltaatrassketchbook.png"));
function onLoadJPEG(e : Event):void
{
cont = e.target.loader;//obter o loader associado ao LoaderInfo
cont.x = 250;
cont.y = 50;
cont.width = (445 - 100) / 2;
cont.height = (604 - 100) / 2;
addChild(cont);
cont.addEventListener(MouseEvent.MOUSE_UP, FlipPage);
pages.push(cont);
}
function onLoadSketch(e : Event):void
{
cont2 = e.target.loader;//obter o loader associado ao LoaderInfo
cont2.x = 450;
cont2.y = 300;
cont2.width = 181 / 2;
cont2.height = 127 / 2;
addChild(cont2);
cont2.addEventListener(MouseEvent.MOUSE_UP, volta);
}
function FlipPage(e:MouseEvent):void
{
setChildIndex(DisplayObject(e.currentTarget), this.numChildren - 1);
if (e.currentTarget.rotationY == 0)
{
var myTween:Tween = new Tween(e.currentTarget,"rotationY",Regular.easeInOut,0,180,1,true);
}
if (e.currentTarget.rotationY == 180)
{
var myTween:Tween = new Tween(e.currentTarget,"rotationY",Regular.easeInOut,180,0,1,true);
}
}
function volta(e: MouseEvent):void
{
gotoAndStop(1);
for (var i:int = 0; i < pages.length; i++)
{
DisplayObject(pages[i]).visible = false;
}
cont2.visible = false;
}
Each page should be a container that contains two objects, the front and the back:
function onLoadJPEG(e : Event):void
{
// Create container.
var page:Sprite = new Sprite();
page.x = 250;
page.y = 50;
// Create front.
var front:Loader = e.target.loader
front.width = (445 - 100) / 2;
front.height = (604 - 100) / 2;
// Create back (a white rectangle).
var back:Sprite = new Sprite();
back.graphics.beginFill(0xFFFFFF);
back.graphics.lineStyle();
back.graphics.drawRect(0, 0, (445 - 100) / 2, (604 - 100) / 2);
back.graphics.endFill();
page.addChild(back);
page.addChild(front);
addChild(page);
page.addEventListener(MouseEvent.MOUSE_UP, FlipPage);
pages.push(page)
}
Then you need to check the page rotations once every frame, and change the index of each page's front or back accordingly.
Add this before your function declarations:
addEventListener(Event.ENTER_FRAME, enterFrameListener);
And add this function:
function enterFrameListener(e: Event):void {
for(var i:int = 0; i < pages.length; i++) {
if(pages[i].rotationY >= 90 &&
pages[i].rotationY <= 270 &&
// the page back is underneath the front.
pages[i].getChildAt(0) is Sprite
) {
pages[i].addChild(pages[i].getChildAt(0)); // Move the back to the top.
} else if(
(pages[i].rotationY < 90 || pages[i].rotationY > 270) &&
// the page front is underneath the back.
pages[i].getChildAt(0) is Loader
) {
pages[i].addChild(pages[i].getChildAt(0)); // Move the front to the top.
}
}
}

How can I set the damage level of enemy

Thanks in advance...
I am having little bit doubt in my logic for setting the Damage level to the enemy in game. Following is my Enemy Class
package scripts.enemy
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.Stage;
public class Enemy1 extends MovieClip
{
private var BG:MovieClip;
private var speed:Number = 0.5;
private var ease:Number = .005;
private var rad:Number = 57.2957795;
public function Enemy1(BG:MovieClip) : void
{
var RandomX:Array = new Array(-150,-200,-250,-300,-350,-400,-450,-500,-550,150,200,250,300,350,400,450,500,550);
var RandomY:Array = new Array(-150,-200,-250,-300,-350,-400,150,200,250,300,350,400);
var r:int = (Math.random() * 18);
var s:int = (Math.random() * 12);
x = RandomX[r];
y = RandomY[s];
this.BG = BG;
addEventListener(Event.ENTER_FRAME, moveEnemy); //false, 0, true);.
}
private function moveEnemy(e:Event):void
{
var dx:Number = x - 10;
var dy:Number = y - 10;
this.x -= dx * ease;
this.y -= dy * ease;
this.rotation = (Math.atan2(dy,dx) * rad) + 180;
}
}
}
And Here is some of code that giving me trouble from my Main class
// ......... Function for Checking the Collision between Bullet And Enemy...........
private function checkCollision(mc:MovieClip):Boolean
{
var test:Point = mc.localToGlobal( new Point());
for (var i = 0; i < enemies1.length; i++)
{
tempEnemy1 = enemies1[i];
if (kill == true)
{
if (tempEnemy1.hitTestPoint(test.x,test.y,true))
{
enemies1.splice(i, 1);
bg_mc.removeChild(tempEnemy1);
createDead(Dead1,deadArray1,tempEnemy1.x,tempEnemy1.y,tempEnemy1.rotation);
Score += 10;
Scr_txt.text = String(Score);
bugsKill += 1;
kill = false;
return true;
}
}
}
if (Level >= 2)
{
for (var j = 0; j < enemies2.length; j++)
{
tempEnemy2 = enemies2[j];
if (kill == true)
{
if (tempEnemy2.hitTestPoint(test.x,test.y,true))
{
bug2HitCount -= 1;
if (bug2HitCount == 0)
{
enemies2.splice(j, 1);
bg_mc.removeChild(tempEnemy2);
createDead(Dead2,deadArray2,tempEnemy2.x,tempEnemy2.y,tempEnemy2.rotation);
Score += 20;
Scr_txt.text = String(Score);
bugsKill += 1;
kill = false;
//bug2HitCount = bug2HitRate;
return true;
}
kill = false;
return true;
}
}
}
}
return false;
}
private function removeElement(removeList:Array):void
{
for (var i = 0; i < removeList.length; i++)
{
bg_mc.removeChild(removeList[i]);
}
}
//...........Function Checking the Collission Between Bunker And Enemy..............
private function collideEnemy(deadArray:Array,enemyArray:Array,rate:Number):void
{
var enemy:MovieClip;
for (var i = 0; i < enemyArray.length; i++)
{
enemy = enemyArray[i];
if (enemy.hitTestObject(bunker_mc))
{
life_mc.scaleX -= rate;
if (life_mc.scaleX <= 0.05)
{
stage.removeEventListener(Event.ENTER_FRAME,updateCollission);
Timer1.stop();
Mouse.show();
stage.removeEventListener(MouseEvent.MOUSE_UP,mouseUpFun);
stage.removeEventListener(Event.ENTER_FRAME,updateStage);
stage.removeEventListener(MouseEvent.MOUSE_DOWN,mouseDownFun);
(player.parent).removeChild(player);
(bunker_mc.parent).removeChild(bunker_mc);
(life_mc.parent).removeChild(life_mc);
(sniper_mc.parent).removeChild(sniper_mc);
removeElement(bullets);
EndFun();
gunFire = false;
gotoAndStop("end");
Level = 1;
}
}
}
}
//...........function of Timer Complete Event.....................
private function TimerEnd(e:TimerEvent):void
{
EndBug();
gotoAndStop("end");
}
//...........function of Timer Complete Event.....................
private function EndBug():void
{
HelpTimer = new Timer(1000,1);
HelpTimer.addEventListener(TimerEvent.TIMER_COMPLETE,HelpFun);
HelpTimer.start();
stage.removeEventListener(Event.ENTER_FRAME,updateStage);
stage.removeEventListener(Event.ENTER_FRAME,updateCollission);
function HelpFun(Event:TimerEvent)
{
stage.removeEventListener(MouseEvent.MOUSE_UP,mouseUpFun);
stage.removeEventListener(MouseEvent.MOUSE_DOWN,mouseDownFun);
gunFire = false;
bg_mc.removeChild(player);
bg_mc.removeChild(bunker_mc);
(life_mc.parent).removeChild(life_mc);
bg_mc.removeChild(sniper_mc);
EndFun();
Score = 0;
Level += 1;
totalBugs += 5;
}
}
//..................Function for ending the Game And removing the Reamining Enemies.................
private function EndFun():void
{
Mouse.show();
removeElement(dustArray);
if (Level == 1)
{
removeElement(enemies1);
removeElement(deadArray1);
gotoAndStop("level2");
}
if (Level == 2)
{
removeElement(enemies1);
removeElement(deadArray1);
removeElement(enemies2);
removeElement(deadArray2);
gotoAndStop("level3");
}
if (Level == 3)
{
......
}
.....................
.....................
}
}
}
In this code I have added a new type of Enemy in Level 2 and I have also written code for its HitTest property..In which each enemy of level 2 requires more than 1 bullet to kill.. But when I shoot a bullet to one enemy and then I shoot another bullet to another enemy of same type the another enemy gets killed. It means that the second enemy is getting killed in only 1 single bullet.. So how can I solve this issue..?
Please Help.. Thanks in advance..
The problem in your code lies within the checkCollision function. It basically goes over the first for loop and ignores the second. But it's best if you just assign the enemies health by adding a health parameter within your Enemy class and have each bullet decrease their health by 1. That way, you can just go through your array and remove any enemies that reach 0 health.
EDIT: I just looked over your code again and realized it's the bug2HitCount that's screwing everything up.

Collision detection for loop problem, only one array item tested?

[I apologise if this isn't really an in depth question, but I wanted to solve this once and for all]
I was trying to get look into quadtrees, but already ran into trouble getting collision detection without any optimization working properly. Did a search and found a pretty neat example:
http://wonderfl.net/c/kyLx
(onenterframeC part mostly)
Trying to imitate this, it won't work the same.
Only some collisions are detected between particular objects. When the objects are not moving it seems to work alot better for some reason.
I really can't figure out whats the problem, the code is essentially the same as the sample. I did not blindy copy pasted it, I understands whats happening except for this part:
if (j <= i)
continue;
J would never become bigger that I right? The line also completely removes any working collisions for me.
Here is what I did:
[view result here: http://martinowullems.com/collision.swf
Main class
package
{
import com.martino.objects.Square;
import com.martino.world.TestWorld;
import flash.display.MovieClip;
import flash.events.Event;
import net.hires.debug.Stats;
/**
* ...
* #author Martino Wullems
*/
public class CollisionTest extends MovieClip
{
var world:TestWorld;
public function CollisionTest()
{
addEventListener(Event.ADDED_TO_STAGE, onStage);
}
private function onStage(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onStage);
SetupWorld();
addChild(new Stats());
}
private function SetupWorld():void
{
world = new TestWorld();
addChild(world);
addObjects(50);
}
private function addObjects(amount:int):void
{
for (var i:int = 0; i < amount; ++i) {
var square:Square = new Square(14);
world.addObject(square);
square.x = Math.random() * stage.stageWidth;
square.y = Math.random() * stage.stageHeight;
square.speedX = (Math.random() * 1) + 1;
square.speedY = (Math.random() * 1) + 1;
}
}
}
}
TestWorld
package com.martino.world
{
import com.martino.objects.Ball;
import com.martino.objects.CollisionObject;
import flash.display.MovieClip;
import flash.events.Event;
/**
* ...
* #author Martino Wullems
*/
public class TestWorld extends MovieClip
{
public var objects:Array;
public function TestWorld()
{
initWorld();
}
private function initWorld():void
{
objects = new Array();
addEventListener(Event.ENTER_FRAME, loopWorld);
}
private function loopWorld(e:Event):void
{
for (var i:int = 0; i < objects.length; i++) {
MoveObject(objects[i]);
CheckCollision(i, objects[i]);
}
}
private function CheckCollision(i:int, object:CollisionObject):void
{
//for (var j:int = i + 1; i < objects.length; j++) {
for (var j:int = 0; j < objects.length; j++) {
//if (j <= i)
//continue;
var objectB:CollisionObject = objects[j];
//hittest
if (object.hitTestObject(objectB)) {
object.isHit = true;
objectB.isHit = true;
}else {
object.isHit = false;
objectB.isHit = false;
}
/////////////////
// CHECK X Y //
////////////////
/*if (object.x + object.width < objectB.x) {
} else if (object.x > objectB.x + objectB.width) {
object.isHit = objectB.isHit = false;
} else if (object.y + object.height < objectB.y) {
object.isHit = objectB.isHit = false;
} else if (object.y > objectB.y + objectB.height) {
object.isHit = objectB.isHit = false;
} else {
object.isHit = objectB.isHit = true;
}*/
object.debugDraw();
objectB.debugDraw();
}
}
private function MoveObject(object:CollisionObject):void
{
object.x += object.speedX;
object.y += object.speedY;
////////////////////
//check boundaries//
////////////////////
if (object.x > stage.stageWidth)
{
object.speedX *= -1;
}else if (object.x < 0)
{
object.speedX *= -1;
}else if (object.y > stage.stageHeight)
{
object.speedY *= -1;
}else if (object.y < 0)
{
object.speedY *= -1;
}
}
public function addObject(object:CollisionObject):void
{
objects.push(object);
addChild(object);
}
}
}
CollisionObject
package com.martino.objects
{
import flash.display.Sprite;
import flash.events.MouseEvent;
/**
* ...
* #author Martino Wullems
*/
public class CollisionObject extends Sprite
{
public var size:int;
public var speedX:int = 0;
public var speedY:int = 0;
public var graphic:Sprite;
var sleeping:Boolean = false;
public var isHit:Boolean = false;
public function CollisionObject()
{
addEventListener(MouseEvent.MOUSE_DOWN, grab);
addEventListener(MouseEvent.MOUSE_UP, letGo);
}
private function grab(e:MouseEvent):void
{
startDrag();
speedX = 0;
speedY = 0;
}
private function letGo(e:MouseEvent):void
{
stopDrag();
}
public function Collision():void{
}
//////////////////////
// setter and getter//
//////////////////////
public function set isHit(value:Boolean):void {
_isHit = value;
graphic.visible = _isHit;
hitGraphic.visible = !_isHit;
}
public function get isHit():Boolean {
return _isHit;
}
}
}
Square
package com.martino.objects
{
import flash.display.Sprite;
/**
* ...
* #author Martino Wullems
*/
public class Square extends CollisionObject
{
public var hitGraphic:Sprite;
public function Square(Size:int)
{
size = Size;
drawSquare();
}
private function drawSquare():void
{
graphic = new Sprite();
graphic.graphics.beginFill(0xFF0000);
graphic.graphics.drawRect(0, 0, size, size);
graphic.graphics.endFill();
addChild(graphic);
hitGraphic = new Sprite();
hitGraphic.graphics.beginFill(0x0066FF);
hitGraphic.graphics.drawRect(0, 0, size, size);
hitGraphic.graphics.endFill();
addChild(hitGraphic);
hitGraphic.visible = false;
}
override public function Collision():void {
trace("I collided with a friend (inside joke)");
}
public override function debugDraw():void {
if (isHit) {
graphic.visible = false;
hitGraphic.visible = true;
}else {
graphic.visible = true;
hitGraphic.visible = false;
}
}
}
}
Any help would greatly be appreciated, want to get further on this !
EDIT: Changed some stuff, there is progress but stuff still is unclear to me !
Changed some things in TestWorld.as:
package com.martino.world
{
import com.martino.objects.Ball;
import com.martino.objects.CollisionObject;
import flash.display.MovieClip;
import flash.events.Event;
/**
* ...
* #author Martino Wullems
*/
public class TestWorld extends MovieClip
{
public var objects:Array;
public function TestWorld()
{
initWorld();
}
private function initWorld():void
{
objects = new Array();
addEventListener(Event.ENTER_FRAME, loopWorld);
}
private function loopWorld(e:Event):void
{
var object:*;
for (var i:int = 0; i < objects.length; i++) {
MoveObject(objects[i]);
//CheckCollision(i);// doesn't work here for some reason [case 1]
}
CheckCollision(0); //[case 2]
}
private function CheckCollision(i:int):void
{
//test collision
for (var i:int = 0; i < objects.length; i++){ //only use in case 2
var elementA:CollisionObject;
var elementB:CollisionObject;
elementA = objects[i];
for (var j:int = i + 1; j < objects.length; j++) {
if (j <= i){
continue; //j resets each I loop and therefor sets collision to false while it could be true
}
elementB = objects[ j ]// as ObjSprite;
if (elementA.hitTestObject(elementB)) {
elementA.isHit = elementB.isHit = true;
}
}
} //[case 2]
}
private function MoveObject(object:CollisionObject):void
{
object.x += object.vx;
object.y += object.vy;
////////////////////
//check boundaries//
////////////////////
if (object.x > stage.stageWidth)
{
object.vx *= -1;
}else if (object.x < 0)
{
object.vx *= -1;
}else if (object.y > stage.stageHeight)
{
object.vy *= -1;
}else if (object.y < 0)
{
object.vy *= -1;
}
object.isHit = false;// where do we check when it isn't colliding? this seems messy!
}
public function addObject(object:CollisionObject):void
{
objects.push(object);
addChild(object);
}
}
}
Also added a setter and getter in collisionobject (so section before the edit).
Not sure why I can't put the checkcollision inside the loop on the enter frame function? (when I do no collisions are shown). And placing "isHit = false" inside moveobjects to reset a check for a hit also seems pretty messy.
I can't seem to find out when the objects aren't colliding to reset them I guess.
Making an else statement on the hittest to check if there is no collision doesn't work, seems logical since there could be collisions with more than just 2 items in the hittestcheck.
Any idea's ?
I had to look at the original source to understand this. It is below, for reference.
This line
if (j <= i) continue;
is a permutation check; it basically makes sure that each combination only gets checked once, instead of multiple times. However, for this, you need to have two For loops - an inner one and an outer one.
You've done the same thing with the following line:
for (var j:int = i + 1; i < objects.length; j++) {
Try using that for loop instead of the one that starts from zero. Leave the "if j <= i" line commented, though. I think that will solve your problem. (Those two statements can't coexist in this loop; if used together, they'll cause the problems you're describing.)
Good luck.
Original source from website:
for (i = 0; i < myrects.length; i++) {
elementA = myrects[ i ] as ObjMyRect;
for (j = 0; j < myrects.length; j++) {
if (j <= i)
continue;
elementB = myrects[ j ] as ObjMyRect;
if (elementA.rect.x + elementA.rect.width < elementB.rect.x) {
} else if (elementA.rect.x > elementB.rect.x + elementB.rect.width) {
} else if (elementA.rect.y + elementA.rect.height < elementB.rect.y) {
} else if (elementA.rect.y > elementB.rect.y + elementB.rect.height) {
} else {
elementA.isHit = elementB.isHit = true;
}
}
}
(For what it's worth, I think that this guy's code actually checks objects against themselves for collision - he should change the "if j <= i" line to "if j < i". You solved this problem with your original for loop.)
Couple of things, after looking at his code, and reviewing your code.
This part IS necessary to make sure you don't waste time going through the loop and re-checking items that have already been compared.
if (j <= i)
continue;
Imagine you have 3 items in the array, and compare item 3 to item 0. Then you compare item 3 to item 1, and item 3, to item 2. THEN you compare item 2 to... item 3? You've already done that. You want to compare item 2 to anything lesser than itself so you avoid duplicates.
Your code is close to his, but you've swapped out his version of the hitTest (which uses position + dimension) with the already-defined hitTestObject. I'm only seeing one hit-test on the first square. Something seems off in that... I'd drop some trace statements in there and see what's up.
Last, when you uncomment his code, does it work?